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Posted

I have noticed that all characters no matter who they are, are very stone faced. They have little to no expressions whatsoever. It is a little frustrating when using sex mods as you look like your having sex with a corpse and that seems so very wrong to me. I know in skyrim there is a facial animation mod, but can one be made for this game as well? Does one already exist?

Posted
1 hour ago, DestinyHD said:

Dave's Poses has some facial animations.

 

https://www.nexusmods.com/fallout4/mods/16800

 

 

I think the OP is looking for something more immersive. Dave's Poses is great for what it is...tons of poses for screenshotting purposes, vanilla animations (and even a few extra) plus the facial expressions. However...the facial expressions are still just that. Expressions. All it does is alter the face to something happy, sad, angry, scared, etc. The OP is most likely looking for something similar to what Skyrim has, where it seems like the character's face changes depending on the situation or the current animation loop they're in. In Fallout, the character is almost always stonefaced unless in the middle of dialogue and even then the facial expressions are limited.

Posted
4 hours ago, DestinyHD said:

Dave's Poses has some facial animations.

 

https://www.nexusmods.com/fallout4/mods/16800

 

 

Poses are great for screenshots. That is not what I am looking for though. More like this Facial Animations For Skyrim .

So that when an animation is running, you can also have facial animations as well so it looks like your character is having sex with a human being instead of a lifeless corpse.

Posted
45 minutes ago, DickTracy said:

Poses are great for screenshots. That is not what I am looking for though. More like this Facial Animations For Skyrim .

So that when an animation is running, you can also have facial animations as well so it looks like your character is having sex with a human being instead of a lifeless corpse.

As far as I know, there is no such mod for Fallout 4 yet.

Posted
On 7/17/2018 at 2:37 AM, heroscomeback said:

As far as I know, there is no such mod for Fallout 4 yet.

Then we can only hope someone can make one. I would but I do not have the skills required for such a feat. I am sure there is someone out there who has the skills to do it, though would they be willing to take up the task? We can live in hope :)

  • 3 years later...
Posted

Back before AAF when you had to shoot your lover with a laser rifle rolf I use to love editing the expressions manually with console depending on scene. You know, with "caa animfacearche*whatever". AAF does not allow this. Which is a complete boner killer, man. The NPC's and even my character just gulps like a fish water. Gonna try Dave Pose thing. Thanks, Necro/. 

  • 2 years later...
  • 1 year later...
Posted (edited)
On 3/24/2024 at 3:44 AM, katrina.balanchuk said:

I have a bunch of AAF animations and see all sorts of facial animations in the girls that get it, pleasure, disgust and pain are the most prominent.

Not sure which of my animation packs does it 

SAM Enhanced Animations - where in the AAF window the animation names start with SE

P.S.

Yes the animations work with/on NextGen (NG)

Edited by OldTimer91
Posted

Facial morphs are controlled directly from hkx. This is the faceEmotion annotation. All faceEmotion annotations can also be synchronized with SoundPlay. Moreover. From the SoundPlay annotation, you can also run fuz with full lip animation. The facegen morphs themselves are in the actor folder and, in principle, you can add new heads with custom morphs there. 

Posted
On 7/20/2025 at 5:15 PM, South8028 said:

From the SoundPlay annotation, you can also run fuz with full lip animation

How can this be achieved? When I try to load a sound into the "Sound descriptor" in the CK, it only allows me to load wav files.

 

Thanks

Posted

Unfortunately I don't know yet. I know that it was implemented in several mods, but I don't know yet how exactly. I wanted to look, but my hkxPack is glitching. It doesn't unpack hkx. I'll figure it out and write to you.

Posted
On 7/22/2025 at 1:41 PM, antoniut said:

How can this be achieved? When I try to load a sound into the "Sound descriptor" in the CK, it only allows me to load wav files.

 

Thanks

The guy on nekus said that you need to add regular wav to the descriptors, then replace the wav files with fuz, keeping their name and pack them into ba2, via "Create archive" in ck. According to him, the archive contains fuz files, but in the descriptors they are listed as wav, although they work as fuz. I have not tested this narrative cybershamanism.

Posted

Thanks for the information. Very well explained

 

I have been researching this technique. When compressing the fuz files in the ba2 format, (different tests: voice, sound, main), nothing has worked, no audio, no lip movement.
However, the fuz files, in loose format, which replace the wav, do sound at least, but there is no lip movement.

 

I'm surprised that the fuz loose files sound and they don't sound in ba2. I'm not absolutly sure if the game is reading the ba2 files, but I think that it wouldn't make sense either, that the loose fuz files were heard and there was no lip movement and with the ba2 files, (if I was sure that the ba2 is being read) the lip movement would work.

 

12 hours ago, South8028 said:

The guy on nekus said

Anyway Do you keep the link with the original information, so I can take a look, to see if I'm missing any details?

 

Thanks

Posted (edited)
3 hours ago, antoniut said:

Thanks for the information. Very well explained

 

I have been researching this technique. When compressing the fuz files in the ba2 format, (different tests: voice, sound, main), nothing has worked, no audio, no lip movement.
However, the fuz files, in loose format, which replace the wav, do sound at least, but there is no lip movement.

 

I'm surprised that the fuz loose files sound and they don't sound in ba2. I'm not absolutly sure if the game is reading the ba2 files, but I think that it wouldn't make sense either, that the loose fuz files were heard and there was no lip movement and with the ba2 files, (if I was sure that the ba2 is being read) the lip movement would work.

 

Anyway Do you keep the link with the original information, so I can take a look, to see if I'm missing any details?

 

Thanks

https://forums.nexusmods.com/topic/13519666-lip-and-fuz-file-generation-de-sync-in-lip-animations/#comment-130520864

study the mod "singing settlers" there somehow fuz is implemented. In havok annotations refer to something in ck, where there is fuz, fuz itself is lying in the same folder as hkx. Lips work.

https://www.nexusmods.com/fallout4/mods/14627

Edited by South8028
Posted (edited)

What the fellow commenter on the Nexus forum is saying is partially correct. When WAV files are packaged into ba2 in the CK, the files are converted, but not to FUZ, but to xWMA.

Fuz, as we already know, is a package consisting of an xWMA file (audio) and a lip file (facial animation).

 

As I mentioned before, replacing WAV files with FUZ files (loose) with identical IDs has worked for me. These files are then triggered through a "Soundplay" annotation embedded in the animations. However, only the sound is heard, the facial animation is not triggered.

 

The key here would be what you mentioned in the Nexus forum: knowing which annotation would trigger a FUZ topic info (dialogue).

But I have a bad feeling that if the FO4 modding community hasn't discovered that annotation by now, it doesn't exist.

 

Singing Settler uses fuz files via an info-scene-quest topic to trigger songs. In other words, simple dialogue.

Thanks.

Edited by antoniut
Posted
39 minutes ago, antoniut said:

What the fellow commenter on the Nexus forum is saying is partially correct. When WAV files are packaged into ba2 in the CK, the files are converted, but not to FUZ, but to xWMA.

Fuz, as we already know, is a package consisting of an xWMA file (audio) and a lip file (facial animation).

 

As I mentioned before, replacing WAV files with FUZ files (loose) with identical IDs has worked for me. These files are then triggered through a "Soundplay" annotation embedded in the animations. However, only the sound is heard, the facial animation is not triggered.

 

The key here would be what you mentioned in the Nexus forum: knowing which annotation would trigger a FUZ topic info (dialogue).

But I have a bad feeling that if the FO4 modding community hasn't discovered that annotation by now, it doesn't exist.

 

Singing Settler uses fuz files via an info-scene-quest topic to trigger songs. In other words, simple dialogue.

Thanks.

hmm... I see. Thanks for the info. Here are all the annotations havok. I, like everyone else, can only use the known ones.

https://disk.yandex.ru/d/th8tI0jnFwF6-g

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